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Clayman

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Everything posted by Clayman

  1. Clayman

    [SP] Old MacDonalds Farm adventure.

    There is some strange stuff going on in this mission... :D Just started playing but so far I had a lot of fun. I'm a huge fan of anything "unusual", and this has a good chance to become one of my favorite unusual missions. Thanks for sharing. :)
  2. You can create the module with createUnit. createGroup sideLogic; _grpWDM = createGroup sideLogic; _WDModule = _grpWDM createUnit ["CLAY_WDM", getPos player, [], 0, "NONE"]; Just replace getPos player with the position where you want to spawn it.
  3. Clayman

    [SP] Zero

    After more than one year of work I am pleased to present the new version 1.50 of Zero. If I haven't missed any major bugs, V1.50 will be the final version. Next to the usual tweaks and fixed there are also some new features. V1.50 Changelog: - Fixed error-hint showing up after some time - Tweaked win condition for first objective - Fixed captives being stuck at airport - Added Wait Timer at main base (skip up to 24 hours) - Added ambient destruction - Fixed missing 'Drain Fuel' option after using teamswitch - Removed support trucks from Chernogorsk (now there really is nothing usefull there. believe me. really!) - Enemy vehicles now have limited fuel - Increased chance for random civilians / insurgents / guerillas - Improved "Guerilla Camp #1" task ...again - Added three more hidden sidetasks - Tweaked intro, outro, cutscenes - Countless small script tweaks and fixes Download links in first post. Have fun! :)
  4. Nothing wrong, it's just a matter of luck to not get killed by the explosion. From my experience it's best to stay inside the building at the beginning.
  5. Thanks Foxhound. I have updated the first post with the Armaholic link. Sorry for the inconvenience.
  6. Take a look in your backpack. ;)
  7. Clayman

    [SP] Zero

    Of course you can. :D Just pick up the fuel canister (located right next to the weapons cache in main base) and drain fuel from any vehicle you like.
  8. Clayman

    [SP] Zero

    Yes, that's a known issue with the current version. Will be fixed in the next update. It shouldn't have any noticeable effect on the mission, and is not related to the group manager. Thanks for reporting. :)
  9. Clayman

    [SP] Zero

    The nighttime setting is part of the challenge. But I'll think about adding some kind of waiting option, so everyone can choose to play by day or night. I'll look into the group manager, too. Not sure what's going wrong.
  10. Clayman

    [SP] Zero

    Have you installed 1.60 Patch too?
  11. Claymans odyssey through Chernarus - Part 2 :D After I've reached NAPA HQ and checked all the tasks I had to fulfill, I decided to go to CDF HQ. But before I wanted to take care of the artillery. My tactic of sticking to the forests as much as possible worked quite well before, so I continued to do so, avoiding open areas as much as possible. The only enemy I encountered for a while was a T72 standing idle somewhere on a road. My AT guy took it out quickly and I moved on. In the next village I met a NAPA soldier, who pointed me towards Mr- Swartz' location - a nearby forest directly on my route to the artillery. It felt like my lucky day, I didn't even have to make a detour. But my luck was about to end. On my way I had to cross a field where a insurgent UAZ and some soldiers were patrolling. It wasn't hard to take them out, but as I was halfway across the field, more insurgents showed up and opened fire on me and my men. I managed to reach the forest where Mr. Swartz was hiding and triggered the conversation, while still fighting off the insurgents. There were some more NAPA guys in the forest who kindly helped me out. After Mr. Swartz told me about the antenna and the AT weapons near devil's castle, there was only one insurgent UAZ left. I was just about to take out the crew, when a russian BTR stopped next to me and a warning appeared I should back off. I did so and the BTR drove away. Now I could take care of the UAZ, just to find out that two more UAZs and several infantry were coming in my direction. I used the first UAZ's SPG to take out the other enemies. Then a BMP2 appeared from behind me. Unfortunately the SPG ammo was already empty, so I tried to get back to my men in the forest. But they were already under fire by a fourth UAZ and even more infantry. What followed was a bit like a time paradoxon - reload, wait for the BTR to pass by, take out the crew of the UAZ in the north, use the SPG to take out the BMP coming from the west while avoiding the other UAZs in the east and trying to keep my men hidden from the troops coming from the south - again and again. At some point I even started thinking about killing the BTR crew... but I feared that then more russians would show up and I would have to face even more enemies. After some time I gave up on my plan, left the NAPA guys behind and just ran to the AT weapons cache while avoiding any enemy contact as much as possible. Meanwhile I had spotted the artillery right outside the forest where the antenna was located. I left most of my men at devil's castle, equipped me and one more soldier with AT weapons and continued towards the antenna. On my way I didn't encounter a single unit, neither friend nor foe. Probably all units had joined the ongoing battle between NAPA and insurgents. I have to say the atmosphere was fantastic. Trying to complete my objective in the middle of a warzone, one that actually deserves this name, with constant fighting basically all around me - that was a great immersive moment which I really enjoyed. Even more as I didn't have to revert every two minutes. :p The antenna was only guarded by a single BMP2. But for some reason it just stood there, pointing it's turret at me but it didn't even attempt to fire at me. I could walk right past it and nothing happened. As it wasn't any threat I managed to only damage it and force the crew out. Unfortunately one of the tracks was destroyed so driving was quite limited. The fighting outside the forest had meanwhile turned into a massive onslaught between countless insurgents, small NAPA groups with static weapons in the forests and even some CDF troops. The area between me and the artillery was filled with dead soldiers and burning wrecks. I took the BMP and carefully left the forest, just far enough to have a clear line of fire on the artillery guns. Quickly they were history. While I was already in the middle of the battle, I decided to help my allys a bit and started taking out all insurgents I could spot. It wasn't that a good idea, with countless insurgent groups all around me I soon took several hits from RPGs. Getting back into the forest with my damaged BMP wasn't possible, so I had to leave it behind. After blowing up the antenna I headed back to my men. There was still no sign of an end of the battle, so I decided to leave the area as quickly as possible. With the ongoing fighting to the east and the minefield in the west, south was pretty much the only way to go. But meanwhile even the forests had turned into a battlefield. NAPA and insurgents were fighting each other everywhere in the forest with several BMPs and BRDMs patrolling the areas outside. At some point I even gave up on keeping all of my men alive. As long as the casualties weren't too big and my medic was still alive, I continued to try and leave the area alive. But even after one kilometer of fighting my way through the forest, insurgents were still chasing me down. After a while I reached the edge of the forest north of Altar Mountain. With all the enemies in my back, lots of open fields up ahead and at least two BRDMs and a BMP around me, I saw no chance to get out of that mess alive. As I slowly ran out of ammo and most of my men were already dead anyways, I finally gave up..... This mission offers a very strange mixture of fantastic enjoyment and absolute frustration. While playing I had to take several breaks because I just couldn't stand it anymore that I had to reload once again. But after a while I just had to continue playing because of the great challenge. :D I am still completely blown away from the dynamics and the immersion of your mission. But at the same time it seems these dynamics can turn into quite a problem. There seems to be no limitations. Once the fighting has started, more and more units appear until you leave the area. And if you stay for too long, you'll reach some point where you just can't escape any more. Nonetheless this is a fantastic mission and I will definitely try the new 1.8 version when I find some time. Hopefully I'll have more luck next time. :)
  12. Clayman

    [SP] Zero

    I'm afraid you are... ;)
  13. Clayman

    [SP] Zero

    There is also a fuel canister next to the weapon cache. You can pick it up and use it to siphon fuel from other vehicles.
  14. Clayman

    [SP] Zero

    @Kommiekat There are several support vehicles all across Chernarus. Some are easier to find than others, so always keep your eyes open. ;) @Zatoichi Glad to see it's working now. :)
  15. Clayman

    [SP] Zero

    There is a truck inside the hangar which you should board together with the other men. Then a cutscene should show up where you drive to the camp and receive information about the other tasks. I wonder how the guy got into the car. Are you using any mods?
  16. Hi SaOk. I've been playing your mission a bit during the last days and so far I had a lot of fun. The ambient life everywhere is really impressive. I've never before seen that much traffic in Chernarus. Every time I hear a car coming down the road I hit the dirt, just to find out it's just another skoda. It's quite funny to come along places I know from Zero and finding a completely different situation than I am used to. Speaking of bad habits: I'm still so used to scavenging, that in the beginning I searched every single dead body for anything useful. :D However, there have also been some rather frustrating parts and, I don't know, either I'm doing it wrong or there are quite some strange things going on in your mission. My first try I started just below Klen Mountain south of Krasnostav. I went to the top of the hill hoping to find Manhatten base, but all I found were some cows. I wasn't sure if I should go to Krasnostav or Khelm when I noticed a soldier walking my way. It turned out to be a lonely NAPA AT soldier. I thought: Hey, I found NAPA! That was easy. Unfortunately the guy completely ignored me and continued his path. As he was coming from the east I decided to go in that direction. While in the forest I heard a few distant gunshots. Further down the hill I spotted a sniper patrolling a field. As he was wearing a ghillie suit I couldn't determine which faction he belonged, so I continued observing the area. There was a dead insurgent sniper on top of a tower and a russian AT guy at the other end of the field. Probably I should have left the area, but as there was lots of fire and smoke in the village, I was curious what had happened there. I carefully moved around the field avoiding all russian soldiers. Just outside the village a civilian came my way. Hoping that he wouldn't ignore me too I walked up to him. In that moment another russian soldier came around the corner of a house and instantly spotted me. I tried hiding behind a haystack but it was already too late. HQ was quite upset and suddenly NAPA contacted me over radio too. I was still busy reading the radio message when I got shot in the back... Second try. This time I found myself in the middle of nowhere all the way in the southwest. On my way to the next village I came across a NAPA hunter. He seemed to be in quite a hurry and paid no attention to me nor the burning helicopter wreck in the forest. I followed him into the village where he kindly took out a insurgent machinegunner I had missed. Finally I managed to talk to a civilian who pointed me towards the doctor and other NAPA guys. They told me about the NAPA HQ on the black mountain. I can't remember if it was one of the NAPA guys or my character who said "it isn't far"... well, it was nearly 10 kilometers away all the way at the other end of Chernarus. If it would have been any further away, it would have been on a different map. :p Back at the crash site the doctor had healed my men and he told me about a truck nearby. Seeing the long walk ahead I was very grateful. Soon I learned that moving along the roads is a bad idea. It was only a matter of time until I encountered the first enemy patrol. Before I even managed to stop the truck and get out, all my men siting in the back were already killed. I reverted to my last save and decided to avoid all roads and drive through the forest as much as possible. I made my way to Vyshnoye where some fighting was going on between insurgents in the village and several NAPAs in the forests around it. I joined the fighting and managed to clear the village of all enemies. At one point however I was injured and my men brought me into safety. That was a really cool feature. But it had one major downside: The AIs desire to fight every known enemy. Once I figured what had just happened and where I am, my men were already moving back to Vyshnoye at full pace, ignoring all my "fall back" and "move to that tree" commands. My medic even refused to heal his teammates. (He did however heal himself, selfish bastard :rolleyes:) Of course it happened what had to happen: One after the other my men ran into an insurgent patrol and one after the other was killed... After I had managed to clear Vyshnoye, I moved on towards Stary Sobor. Soon I cam across a fortified position held by CDF fighting some more insurgents in a treeline up ahead. My plan was to join CDF and let them help me clear the path. I didn't count how often I tried, but the longer I was fighting, the more enemies appeared, including artillery strikes and even a russian vodnik. While it killed half of my men I wasn't able to order my AT guy to target it. At some point I decided to drop my plan, leave the truck behind (meanwhile it were only 7 kilometers to NAPA HQ left) and continue on foot. Trying to stick to the forest as much as possible I came across a lot of NAPA and CDF camps. But neither did the soldiers react to my presence nor was there anything useful to find, so at some point I quit inspecting the camps and continued my journey. I had the feeling that I could outrun the war when I just kept moving into one direction. Only once in a while some insurgents showed up in my flanks or behind me. On my way though the Black Forest I found a huge CDF camp. Probably their main base. But once again, noone cared for us. While approaching Gorka I encountered an insurgent truck and two soldiers in a field up ahead about 800m from my position. I was just about to take them out when they all of a sudden disappeared. A second later a UAZ spawned out of thin air just to disappear again a few seconds later. Then I noticed two groups of three or four men standing idle in the field. (Not sure if they've been there before) As they did not disappear again, I took them out. I was just about to move on, when suddenly a US helicopter showed up. Should that be reinforcements? But how did they find me? I didn't have much time to think about it, as the chopper was hit by two AA missiles and went down. A bunch of insurgents jumped out just before the helo hit the ground, only a few meters away from my position killing almost all of my men... :( The rest of my journey was mostly uneventful until nearly one kilometer away from NAPA base. There where several NAPA and insurgent camps scattered across the forest, all inside an area of maybe 300m. For some strange reason both NAPA and insurgents just stood there looking at each other. So it was up to me to kill the insurgents. Soon I noticed yellow fog close to my position and NAPA informed me about enemy artillery incoming. There was also another MH60 flying around above us. As I just wanted to get away, someone started shooting at me. My men were hit but I couldn't spot any more enemies. Then I noticed that the NAPA guys were shooting at me. Even though my men were hit, they didn't shoot back as the NAPAs still appeared as friendlies. I managed to take two of them out but the third one killed me. After reloading my last savegame, everything worked just fine. On my way up the hill to the castle, the MH60 seemed to follow me. The NAPA guys at the castle started firing, unfortunately exactly in my direction. I accidentally killed a chicken which for a second looked like a insurgent soldier lying under a bush. :D Finally, after about 7 hours of playing, I reached the camp. During the cutscene the NAPA leader was constantly looking at the chopper which was still patrolling the area. The long subtitles were way too fast and I could only read about half of the text. However, the briefing was quite detailed telling me what to do. While I was busy making a plan, Arma decided to CTD. :mad: So far this has been an awesome mission and I'm looking forward to playing it a bit more. Apart from the issues I mentioned there were no real bugs or showstoppers. The only part that was a bit disappointing was the missing possibility to interact with the NAPA and CDF guys. Well, probably it was just bad luck where my starting position and the NAPA camp were located and it isn't intended that I cross the complete country before the real action starts. I don't know what exactly I expected. Maybe just some information about friendly or enemy positions, similar to the interactions with the civilians or something. Just to give me the feel of actually being part of the world. Also in the beginning: I am supposed to contact NAPA, but the first guy I see just walks by. Instead I have to find a civilian and talk to him who then again points me towards NAPA. Other than that I had lots of fun playing your mission and I'll keep you updated while I make progress.
  17. Clayman

    [SP] Zero

    The first objective is complete as soon as all enemies are killed. Probably there is still one or more left somewhere. There were similar "last loon" problems with other tasks in the mission which I had removed in the last update, but I forgot to change the condition for the first task. Will do so in the next update. Thanks for the comments. :)
  18. Clayman

    [SP] Zero

    The error message is from a function I use quite often in the mission, but I'm currently not sure where exactly the problem is. It seems like I have an undefined variable somewhere. During the countless hours of testing this error didn't appear once. I'll look into it and see if I can locate the cause. The addons you use shouldn't be a problem here I believe. Thanks for reporting. :)
  19. Clayman

    [SP] Zero

    After more than three months of hard work and sleepless nights I am pleased to present the V1.40 update for Zero. V1.40 Highlights: Five new, hidden sidetasks Several random events throughout Chernarus Usable fuel canister to drain fuel from empty vehicles UI interface to transfer weapons / equipment between vehicles and / or ammocrates Countless tweaks, bug fixes and optimizations ...and much more... ;) I noticed quite some problems with the caching of AI groups, like disappearing enemies, killed units respawning out of thin air and civilians not leaving the trucks. I have disabled the caching scripts for now to remove all these bugs. The downside is that now all units are present all the time, which might result in quite a performance drop. On my computer the mission runs fine with 50+ fps, however on older / slower systems it might be problematic. Any feedback on this is appreciated. I would like to take this opportunity to thank everyone for your feedback, bug reports and ideas. I had never expected this mission to be that popular and it's really great to see so many people enjoy my work. Thanks a lot! :) Have fun playing. :)
  20. Clayman

    [SP] Zero

    @Soldier of Anarchy Players always do exactly the opposite of what the mission designer wants them to do. :D Especially in such an open-world scenario it's quite impossible to think of everything a player might ever come up with. But I'll keep improving the mission to make it as playable and bug-free as possible. @maturin Yes, that seems to be a common problem with the mission since the last patch. I haven't found what causes the issue, probably related to caching of AI groups. Currently I'm writing my own caching script, which will hopefully fix the problem. @The_Warrioress Thank you. :) Note to myself:
  21. Operation L.A.M.E. Large Assault on Miserably-equiped Enemy Type: SP Mission Side: BLUFOR (US SF) / Teamleader Version: 1.0 ArmAII Version: CO 1.54 Description: This was actually meant as a playground for testing some of the DAC features and some other scripts and stuff. But somehow this turned out to be quite fun to play, so I decided to create a small mission around it and release it to the public. Don't expect anything fancy mission-wise, just take it as what it is. ;-) Your objective is to locate and destroy an enemy SCUD Launcher and to eliminate one of Col. Aziz' evil twins. There is a wide range of support available, from UAV over Artillery to High Command (later in the mission). Use it to make your mission easier or go the hard way by doing everything on your own. Oh, before I forget: There is no actual briefing screen. The scripts (especially DAC) need quite some time to initialize. The briefing as available after mission start, so the script have time and you have something to read while waiting. ;-) There is however a pre-mission weapon selection in "what used to be the briefing". But there are also lots of ammo boxes in the main base for you to use. Required Addons: None Features: DAC 3.0c: Completly random enemy troops including type, group size, movement etc. Lots of other cool enemy features [R3F] Artillery and Logistics: Advanced Artillery System Logistics: Load all kind of equipment into vehicles Support including: Air Taxi with deployable HMMWV UAV Recruit other units for your own group High Command Random target position First Aid and Battlefield Clearance Ambient Civilians and Ambient Vehicles Team Switch and more! Known Bugs: None Download: Operation L.A.M.E. [1.0] Assault Mission Studio Mirror
  22. Clayman

    [SP] Zero

    All mission-relevant areas (depot, radio tower etc) only spawn new troops until they are cleared and the corresponding objectives are completed. Vanishing tanks are definitely not intended. Probably an unwanted side effect of the UPS script. The tanks in Chernogorsk are meant to signal the player to keep away. But it seems that two tanks and a bunch of soldiers with armed vehicles isn't threatening enough for a bunch of outnumbered and outgunned resistance fighters. :D I have to come up with something else to keep the player out of Chernogorsk.
  23. Clayman

    [SP] Zero

    I have no idea why the civs won't leave the truck. I have an eject script and in a standalone testmission with only the convoy scripts running it works fine. That they don't eject in the actual mission is just weird. Yes, support trucks have only limited supplies. I like the siphon hose idea. Going to look if I can get something working.
  24. Clayman

    [SP] Zero

    Since Patch 1.60 I noticed dead enemy respawning once in a while, although there isn't any respawn script running. I thought it was only on my end because of bad performance or something. Probably it is somehow related to the AI group caching, going to look into it. I'm not sure about the missing ammo of vehicles. Never had any problems so far, but I haven't checked it in quite a while. However, I'm glad to see that you enjoy the mission.
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